Pure Kojimism – A Death Stranding Analysis

Death Stranding' Details: When Can Fans Expect More Updates About ...

Death Stranding simultaneously contains more good and more bad than probably any other video game I have ever played.

Death Stranding’s basic setting and story pieces are epic, ambitious, utterly original, and wonderfully imagined. Many cutscenes are the best Kojima has ever directed. The atmosphere is grim, immersive, all-encompassing, and beautifully crafted, just like the game’s environment and music. Many characters are crisp, fun, and well-captured by real actors. The core gameplay is a revolution in fundamental game mechanics. I blasted through a 50-hour initial playthrough, put in another 20 hours to get all the trophies, and then replayed the whole story again in an additional 20 hours, and I was never bored.

Death Stranding’s plot is convoluted, confusing, both over-and-under explained, and lets down its incredible premise. The pacing is bad, with way too much happening at the beginning and end of the game and not enough happening in the vast middle. Many of its characters are dull or nonsensical. Plenty of dialogue is cringeworthy. The core gameplay is too easy, and barely evolves throughout the course of quite a long game.

That mixture of greatness and disaster is what makes Death Stranding so amazing. It’s a work of pure auteurism. Hideo Kojima is an eccentric genius with a touch for imaginative worlds and epic stories and big ideas executed in completely original ways, but he’s also a bad writer with some terrible storytelling instincts. There has been much speculation on how these two parts of Kojima were enhanced or hindered during the development of each Metal Gear game, but Death Stranding seems to be the ultimate personification of both at the same time… the best and worst Kojima has to offer in one package.

Continue reading “Pure Kojimism – A Death Stranding Analysis”

The Phantom’s Pain – A Metal Gear Solid V Narrative Analysis

Note – This piece was originally posted at Theory of Objective Video Game Aesthetics. It has been edited and slightly revised before being posted here.

6/20/19 EDIT – This analysis is now a source for an academic thesis. If you’re a Metal Gear fan, be sure to take the thesis’s survey here: https://wcupa.co1.qualtrics.com/jfe/form/SV_0My6TdeXpREbNUF

maxresdefault

Introduction

“Now do you remember? Who you are? What you were meant to do? I cheated death, thanks to you. And thanks to you I’ve left my mark. You have too – you’ve written your own history. You’re your own man. I’m Big Boss, and you are too… No… He’s the two of us. Together. Where we are today? We built it. This story – this “legend” – it’s ours. We can change the world – and with it, the future. I am you, and you are me. Carry that with you, wherever you go. Thank you… my friend. From here on out, you’re Big Boss.”

– Big Boss

When I first finished Metal Gear Solid V: The Phantom Pain, like so many other players, I was disappointed. MGSV was supposed to be the “Missing Link” in the Metal Gear canon. It was that game that would reveal the bridge between the heroic Big Boss of MGS 3, Portable Ops, and Peace Walker, and the grand historical villain of Metal Gear 1 and 2. As expressed by numerous launch trailers and Hideo Kojima tweets, MGSV was going to be a tale of Big Boss’s fall into darkness, driven by an insatiable lust for revenge, a consummate anger lit by his enemies which would scorch his soul until nothing was left but a power-hungry mad man who would threaten the world with nuclear war for the sake of his deluded ambitions.

Instead we got an incredibly weird twist which did little more than retcon patch a largely ignored plot hole in one of the least-played Metal Gear games. We found out that the final boss of Metal Gear 1 was not Big Boss, but a body double, who through surgery and hypnotherapy was made into almost an exact copy of the legendary soldier.

Again, like most other players, when I first finished the game I thought this was a neat trick, a typically crazy, convoluted, but seductively entertaining twist from one of my favorite storytellers of all time. But of course… it was also a major let down.

Finding out that I had just played as some random-ass medic from Militaires Sans Fronteres for the last 80 hours instead of the most important character in the entire Metal Gear canon was certainly a mind-fuck, but also left me feeling deflated. What was the point of it all? Why did I just follow some entirely new character for an entire game who has only a minor, tangential connection to the series’ larger plot instead of seeing Big Boss’s moral/psychological/narrative transformation which is at the heart of the entire series and was supposed to be the entire point of Metal Gear Solid V?

Continue reading “The Phantom’s Pain – A Metal Gear Solid V Narrative Analysis”